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I'm developing a simple game application using BabylonJS engine where I want to move the body parts of a human 3D avatar by using UI controllers. The application runs smoothly on the computer. Then I created an IOS application using phonegap and tried to run it on an Ipad. But it is really slow when it run on the mobile environment. Is there any mechanism to optimize the game to support the mobile environment other than reducing the quality of the 3D model.

I am making a rpg that will have skills with complex movement like if I use my A skill my player will jump and then dash diagonally back to the ground. My problem is not knowing how to achieve this. I tried with making it move to the sky first and then coming back down but they combine and make him only move diagonally.
My guess is using timers for it but I don't know where to start.
Any help would be appreciates, even if it's not code, just a step by step on how can I accomplish this, I can figure something out later.

Hello everyone
I'm creating a new game and I have the basics working.
It would be really nice to hear what you think.
The game is still under construction but you should be able to play the first level of each mission I am working on the next levels.
It is still under construction but i hope to be able to create a fully working version.
here is the link:
https://sharesoft.nl/phaser/alienInvasion.php?language=en

Hi Guys,
Recently I was working on a tanks' battle simulator. It is strongly inspired by Robocode. In short, you program artificial intelligence of your tank and test it during the battle. Of course, you will need JavaScript skills to do that
Please give it a try and let me know what do you think. All feedback is welcome
http://jsbattle.jamro.net/

How do I scale, or resize, an image in javascript with phaser's framework?
I have tried a few different things but they do not seem to be working. I am using a weapon method to throw a pokeball, this is just a test using some code from phaser.io, so the other images aren't mine, I am just testing to try and get the pokeball to be thrown, but it is freaking huge right now!
Please help me, I need the pokeball to be about 10x10 px because my character is 64x64.
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('bullet', 'Pokeball.png', .01, .01);
game.load.image('ship', 'tiles1.png');
}
var sprite;
var weapon;
var cursors;
var fireButton;
function create() {
// Creates 1 single bullet, using the 'bullet' graphic
weapon = game.add.weapon(1, 'bullet');
weapon.scale.setTo(.5, .5);
// The bullet will be automatically killed when it leaves the world bounds
weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
// Because our bullet is drawn facing up, we need to offset its rotation:
weapon.bulletAngleOffset = 90;
// The speed at which the bullet is fired
weapon.bulletSpeed = 400;
sprite = this.add.sprite(320, 500, 'ship');
game.physics.arcade.enable(sprite);
// Tell the Weapon to track the 'player' Sprite, offset by 14px horizontally, 0 vertically
weapon.trackSprite(sprite, 14, 0);
cursors = this.input.keyboard.createCursorKeys();
fireButton = this.input.keyboard.addKey(Phaser.KeyCode.SPACEBAR);
}
function update() {
sprite.body.velocity.x = 0;
if (cursors.left.isDown)
{
sprite.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 200;
}
if (fireButton.isDown)
{
weapon.fire();
}
}
function render() {
weapon.debug();
}

I'm new to phaser and doing a course. I'm a noob so dont make fun of me too much.
anyways, i need to rotate this image of a cupcake when clicking it counter clockwise 10 degrees.
how would i do this?
here is my code right now.
import 'phaser'
var game = new Phaser.Game(500, 300, Phaser.AUTO, 'game', { preload: preload, create: create })
function preload() {
game.load.image('cupcake', '/api/asset/png/!vault/phaserData.cupcake')
}
// Declare a global variable which we can access in any function in the file
var cupcake
function create() {
cupcake = game.add.sprite(80, 120, 'cupcake')
// The default sprite anchor point is at the
// top-left (anchor.x=0, anchor.y=0) of the image
// We change the anchor point to be the center of the image
// so that scaling doesn't look weird
// TODO: Try other anchor points...
cupcake.anchor.x = 0.5
cupcake.anchor.y = 0.5
// By default, clicking on a sprite will have no effect.
// We have to enable this feature as follows:
cupcake.inputEnabled = true
// sprite has different events. More http://phaser.io/docs/2.4.7/Phaser.Events.html#members
// we pass a function which is executed when trigger event occurs
cupcake.events.onInputDown.add(clickCupcake)
// event triggers when we click anywhere on the game screen
game.input.onDown.add(clickGame)
}
function clickCupcake(){
cupcake.scale.x += 0.1
cupcake.scale.y += 0.1
}
this currently makes it grow everytime it is clicked but how would i change it to rotate it instead 10 degrees counter clockwise? thanks

We have recently developed a simplistic puzzle game, Jigsaw Palace using Phaser engine. With the power of Phonegap/Cordova we've put together an Android version, which is available to download on Google Play.
https://play.google.com/store/apps/details?id=net.arcticarcade.jigsawpalacefree&hl=en_GB
We created a free version which used Revmob advertisements, but also created a paid for version, which comes without the ads. It would be much appreciated if you could help out by downloading the game and giving it a play, and if you like it, maybe leave a rating (we're not expecting 5 stars, just an honest review).
Thanks again for your time, and hopefully you will have some fun playing.

Hi, in my finished game I've found a thing, that slows my game from 60 to 30 fps. Too many collisions handlers. Well I need them to control whole game, to call all essentiall functions, but they are sloooooowing game drastically.
game.physics.arcade.collide(bullets, layer, resetBullet);
game.physics.arcade.collide(grenades, layer, resetBullet);
game.physics.arcade.collide(ebullets, layer, resetBullet);
game.physics.arcade.collide(chest3, chest5, chesting);
game.physics.arcade.overlap(bullets, ebullets, resetBullet);
It's for bullets to destroy chests, bullets with themselves and chest with chest. If I delete this, FPS goes from 30 to 60. But I need this. How can I do it? It's interesting, because the bullets aren't even created and they are slowing game. I have much more collision handlers, for every object to collide with layers and with all other objects like player, bullet, chest, another bullet, enemy bullet etc...
Full code of game is avaiable here:
redplanetgame.prv.pl

Hi, I present you my game made in Phaser, here u are:
redplanetgame.prv.pl
I've finished it 3 months ago. It's a platform game, to collect all goals and kill enemies. When I was creating it, it worked fine, I mean, on full fps, but when I reach the end it drastically slowed down. I started few topic about this problem.
I think, it's too many bullets or sth.(or my weird structure of code). When u inspect the browser, on bottom u can see all of my phaser code I've used. It's this:
<script type="text/javascript" src="functions.js"></script>
<script type="text/javascript" src="create.js"></script>
<script type="text/javascript" src="update.js"></script>
<script type="text/javascript" src="game.js"></script>
<script type="text/javascript" src="jquery-3.2.1.js"></script>
My question is: how to speed up whole game? Now it's seriously problematic.
Another weird thing is that on many computers it works fine, on few it doesn't run completely (black screen instead of game), on other it freezes after few seconds, and in one the space+left arrow is not working xD

Holle!~~
Translation of some keywords
【进入游戏】->【PLAY】
【瞄准方式】->【Target mode】
【重新开始】->【restart】
【重力感应】->【gravity sensor】
Sorry, My English is not so good
Babylon is an excellent js game engine
Play with it！
thinks！！！！
url：https://forreall.cn/3ds/app/zhanji/

For anyone too young to remember, back in the 1980s there was this thing called LCD games. Before Nintendo introduced the GameBoy, electronics companies including Nintendo were making small handheld toys that used LCD crystals to display flickering shapes, the shapes could only be turned on or off. Using this crude form of animation they were able to create something that kind of resembled a videogame. Companies incl. Gakken, Tandy, Radio Shack, Sunwing, Tiger, Tomy called these games "card game" or just electronic lcd game, while Nintendo called their line "Game & Watch". Over the years hundreds (maybe thousands) of different games were created, see this site: http://handheldempire.com/games.jsp Anyway, why do I bring this up here on html5gamedevs? There is this very cool site called pica-pic by Hipopotam. He's created playable versions of 26 of these games using Flash. -> http://www.pica-pic.com/ Now I was thinking, this could possibly also be done using with html/js right? Ideally there could be some sort of lcdgame.js library, and then for each separate game you'd have just one html file and a javascript to describe the gamelogic. And maybe only 2 png images, one image with and one without the shapes, and the LCD game library is then able to cut out the shapes (also described in the js file as polygons) and display it on a canvas. It could potentially be kind of like MAME but for LCD games. Any thought on this?

Hi guys,
I want to share my game project that I have created in 2013. It was developed for 2 months but unable to finish it due to some unavoidable circumstances.
Introducing Infinite Gears!
Infinite Gears is an open-world, survival, 2D space-shooting, bullet-hell game (Whew!). As a Player, you can select a spaceship and start wandering through planets and destroy enemy motherships who are taking over those planets, while also fighting against some small enemies along the way.
Each spaceship has its own power. One that focuses on pure power, one that focuses on single-target, and one that can protect itself from enemy attacks. As the Player saved a planet, Player can start buying upgrades so the ship gets stronger. The upgrade cost scraps you got from defeating an enemy. The scraps are then converted into GEARS to buy upgrades from the shop.
There is an Overdrive (O.D.) bar that is generated by killing enemies. If this is triggered, it will grant you maximum power of that spaceship for a limited time.
The enemies also get stronger as you go further away from where you start. This is indicated by the map on bottom right. There are sectors that are determined as levels to indicate that there will be more enemies and stronger enemy motherships. You must eliminate them as much as you can, and see how far you can go!
The game should work on desktop browser at least IE9, Chrome, Firefox, and Opera.
How to Play
Clone or download this project, extract, and go to the project folder. Inside the ./bin folder, run the index.html.
Use ASWD to move the spaceship. Use LMB (Left Mouse Button) to shoot. Use Space bar to throw off the bomb. Attack target is based on the mouse cursor.
Last Note
The game project was developed by Annobox (me and the illustrator) around June - July 2013 (2 months) for a competition and was still in development, but is no longer continued since then.
This project is open to use for everyone, but for more detailed on the copyright notice, please visit the link and read the README.md file.
The development is discontinued until now, so there won't be any fix. JavaScript has changed so long since this project and I have my latest code been changed a lot since then, especially after ES6 gets global. So I hope you enjoy the game and the source code!
Source Code
https://github.com/alectora/infinite-gears

Hello everyone,
I love to make games, but unfortunately i don't know how to make graphics for my games. This is the main reason of incomplete games.
Is there anyone knows how to solve this? I am not looking for making "the best" graphics, but i just want to achieve moderate quality.
Do you think can i learn some basic concept of computer graphics? Or must i outsource graphics design completely?

Did you know that pizza delivery is as old as the wheel itself? Check out Promethean Heat's latest indie game, Zog's Za. There are hungry customers out there, so help roll our fearless delivery people to their doors. Twenty challenging levels and a hidden game for players who can achieve perfection!
Now available on Android in the Google Play store.
https://play.google.com/store/apps/details?id=com.prometheanheat.zogsza
Feedback greatly appreciated.